using cfg;
public enum SpKillType
{
Corrupt,
ElectricShock,
}
public class BarTarget
{
public float CorruptSpeed;
public float ClearSpeed;
public float CorruptMaxPercent;
public float CorruptBarIncPercent;
public float CorruptBarDecPercent;
public string fx_target_bar_bg;
public string fx_target_bar;
public string fx_target_bar_highlight;
public string bar_target;
public string highlight;
public string fxScreenWarning;
}
public interface IFishSpSkillData
{
public FishSkill fishSkill { get; set; }
public FishSpSkillLabel spSkillLabel { get; set; }
public SpKillType Type { set; get; }
public int StopCount { set; get; }
public bool InProgress { set; get; }
public bool End { set; get; }
public void StartSkill(FishSpSkillLabel fishSpSkill);
public void RefreshSkill(FishSpSkillLabel fishSpSkill);
public void EndSkill();
///
/// 跳跃时鱼身上动画
///
///
public string FxFishJump();
///
/// 鱼起跳的时候,立刻在Root处挂上一个特效
///
public string FxFishJumpWater();
///
/// 鱼起跳的时候,立刻在Root处挂上一个特效
///
public string FxFishStruggle();
///
/// 鱼在释放技能的时候,在Head处的特效
///
public string FxFishSkillAppend();
///
/// 替换跳跃入水出水动画
///
///
public string FxWater();
public string FxWaterSplash();
///
/// 与释放技能时的全屏特效
///
///
public string FxScreen();
///
/// 与释放技能时的进度条特效
///
///
public string FxBar();
///
/// 鱼头像特效
///
///
public string FxFishIcon();
///
/// 释放技能时进度条指针特效
///
///
public string FxProgressInc();
///
/// 鱼释放技能时音效
///
///
public string AudioScreen();
///
/// 结算界面音效
///
///
public string AudioRewardFish();
///
/// 进度条特效相关
///
///
public BarTarget GetBarTarget();
}